I feel like at least half these suggestions are utter ****, and the other half are just meh. But who knows, maybe other people will see things differently.
Randomly generated anything is a n awful idea. If you want that, play Isaac.
Anyway, Zelda needs to wipe the cuteness off it's tunic. TP treated its world, story, and characters with dignity and respect. It felt like there was a lot at stake, the risks in the story were great. You were driven on by those you wished to protect. Zelda has become a quirky set of legends about a boy in green. I want it to go back to telling legends. The multiple endings idea could be intresting if done correctly. Your ending could be based off of how much of the world you explored and how many sidequests you did, as said sidequests allow you to become attached to characters and learn more about them. I would love another Midna-like protagonistor Midna herself lol.As for villains, Nintendo has been on a recent trend of creating very flamboyant Zelda villains and it is annoying the **** out of me. Last time we saw Gannondorf was TP, and it's high time he makes a come back. I know Zelda U supposedly has a new villian, but I want a dark and sinister villian. Someone I genuinely fear and hate. They hit mostly every thing on the head.
Except for customizable Link.
He's perfect just the way he is.
My problem with customization is that if we have the ability to change Link's appearance, then he would no longer be Link. No customization or female incarnations, as they are not Link himself. He is pivotal to this entire franchise and for the life of me I cannot understand why you would ever want to play as someone else. You play as Link in LOZ. Its what you do. And yeah, no more flamboyants ruining my evil parade.As for the customization, vanity items could be used as it wouldn't affect gameplay players to customize Link if they choose to do so. If there were benefits to wearing equipment then perhaps there could be an option to not change Links appearance, allowing players to reap the benefits of the equipment while still looking like the classic green boy of destiny. My point is there's ways of doing it that wouldn't hurt those who don't want Link to look different while not robbing those who want those options available.
The ones I'm ok with no questions are the parts about no gimmicks, companions and fast travel, but those are pretty obvious and have been said better before. I don’t think I’d mind character customization but I don’t think it’s necessary either. I’d be ok with a new villain since I already felt Ganon/dorf had run his course around TP, but people like him so I don’t feel like there’s much point in complaining there. I guess the other villains they’ve come up with aren’t particularly better either.
I feel tempted to agree with the backtracking part to some extent, although it's weird he doesn't qualify that much. What I'd say is that hiding stuff in areas you're not necessarily able to get to until later does help stress the exploration aspect. I imagine it's specifically about when it's forced that he's complaining about, in which case it can be a mixed bag; I think this kind of thing is done to make the most out of assets like maps and models, which is ok as long as the game doesn't feel like they just couldn’t make enough areas. It's telling that the footage on that part is SS, which is a pretty good example of that if you ask me.
Procedural generation could be a solution to a problem I have with the basic format the 3D dungeons tend to follow: due to how the puzzles are made, there is usually only one very specific solution with a very specific outcome to most non-combat sections, which means there is no variation on how these play out if you ever decide to replay the game. This might make the dungeons look cool the first time you play through them, but also means subsequent times when you've long since figured out that very specific solution will be busywork. However, I'd much rather they just build the puzzles with some degree of variation or put something else that has it in their absence if they can't. Procedural generation can be a nice way to keep the challenge alive since the player can't be 100% sure how to prepare for any given situation, but I'd argue it works better when your game has some sort of depth at its core. I'd much rather have Zelda focus on the depth.
Lastly, I don't get what "grow up" is supposed to mean. If you want a Zelda that strays from conventional plot trappings, you have MM; if you want one that is literally about growing up, you have OoT or WW; if you want one that just tries to be edgier, you have TP. That's without even touching on the 2D ones, which are no slouches there either. I'm not sure if I agree or disagree with this part because it's too wishy-washy, but then again, it's a top 10. If it is about having more complex stories I… guess I wouldn’t mind it? I don’t think the stories themselves were ever really big motivations for me to finish a Zelda, I mean I’d probably enjoy them less if it wasn’t because the games they are part of are still pretty fun at worst.